Thought I'd kick off a showcase entry for the game I'm porting from Leadwerks.

The Kingdom Of Soul is a first person Adventure/RPG game set in medieval times and will have a strong story line
driving the adventure with role playing elements, puzzles and, although it is essentially non violent, some simple
combat which will require the player to use spell casting powers to overcome challenges.

I've started with the opening level design and have successfully created the terrain and the fortified walls of the
village where the adventure starts. I will hopefully be populating the village with the buildings over the next week and
adding trees and foliage to the landscape.

Once the initial test level design has been reproduced I'll be looking at integrating the AI engine EKI One as the game
relies on quite a high level of behavioural AI for the NPCs and it was the tool I was using to design AI with the
previous engine.

Hope to be able to keep moving this forwards at a reasonable pace but I have to balance my game dev time with my
family responsibilities which tends to limit the time I can devote to this.

Anyhow, I'm loving Esenthel Engine so far and looking forward to getting some game play up and running.

Screenshot of the terrain and Village fortification I've put in place today whilst learning the Editor:

It's a shame the engine doesn't support the fade to average color mipmaps I use in my terrain textures as this allows
high detail terrain textures without the repeating pattern issues you tend to get otherwise. I have taken advantage of
the macro texture facility which cures the issue in the far distance.

Thanks monkey and yes, I'd love to see support for the technique in the engine, it really can make quite a difference.

I've been continuing my level build this week by importing more and more assets and I have to say this really is a dream pipeline, it's just so nicely implemented. Nothing I have tried so far has done anything other than just import perfectly by just dragging and dropping it into the folders I've created, and the Mesh, Material and World editors are so nice to work with.

The functionality hidden away in this engine is unbelievable and seems very stable. I couldn't be more happy.

This will really speed up the level build and allow me to get into the code far sooner.